Jump to content

Recommended Posts

Posted

I did a previous thread about my Beam/Devices blaster and have recently gone back to my DP/MC blaster.  I thought I would post the build and commentary, so other players can see a view point on why certain powers were taken and why others were not, so it may help in their build planning.  My builds are not for everyone and as always you should play what you like.

 

My DP/MC blaster was my 2nd 50 on HC and is currently Vet Level 8.  Using some of the build planning from my Beam/Devices build I wanted to see if I could soft-cap Range and S/L on my DP/MC character (the answer is yes).  One of my mains on Live was a DP/Energy and I always wanted to try a Martial Arts secondary.  This was my first time playing Martial Combat.  I do not power level, so I played solo and task forces to level up my character.  I had no backstory for this character that would impact build, so I was free to choose the powers I wanted to meet my goals. 

 

My characters are not what I would consider min/max, although I tend to use pretty good sets and can afford to buy the high end sets.  My builds tend to focus on decent recharge, a stealth component for stealth missions, good defense, and good offense.  This build has gone through numerous revisions to the point that I have used all my free respecs and and one paid for respec (so far), which is a first for me.  Hopefully, this build is close to my final build.

 

The Build:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Domino: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(37)
Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(42), KntCmb-Knock%(45)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(37)
Level 4: Reach for the Limit
Level 6: Empty Clips -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(46)
Level 8: Bullet Rain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(46)
Level 10: Swap Ammo
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 16: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/EndRdx/Rchg(29), Mk'Bit-Acc/Dmg/EndRdx/Rchg(31), Mk'Bit-Dam%(37)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(34)
Level 20: Reaction Time -- PrfShf-End%(A), PrfShf-EndMod(48)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25)
Level 26: Suppressive Fire -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(27), SprEnt-Acc/Hold/End(27), SprEnt-Acc/Hold/End/Rchg(29), SprEnt-Rchg/AbsorbProc(31)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(36), ShlWal-ResDam/Re TP(50)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(48), BlsoftheZ-Travel/EndRdx(50), Rct-ResDam%(50)
Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), FrcFdb-Rechg%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 38: Eagles Claw -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), Hct-Dam%(40)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
Level 44: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43), Prv-Absorb%(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Void Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Cimeroran Radial Superior Ally
Level 50: Assault Radial Embodiment
Level 50: Barrier Core Epiphany
Level 50: Musculature Core Paragon
------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
		|-------------------------------------------------------------------|
		|MxDz;1621;719;1438;HEX;|
		|78DA9594CF6F125110C7DFB24B115A2C5028A5402BB4B52DB4B458EF265A6B628BC|
		|1E2D590B5AC7415D90D2C891E3D78D76A62D2DF7AF3E2DFA051FF0AFD17AA261E3D|
		|D061E70B6CE424097C6667DE7C67DEBCB7149EAE8F7CBCF5FC9A90FC376A6AB359B|
		|E4EBF96D6F0DC51AD5643AD09FA0CAD1B4FF4BAE121338E70795BAD57B54A6EBDA5|
		|D6CA45BD6919B5E66C37566A99A6D1B07205B561E9142FA875DD6CD5544B37EAC25|
		|7348C5AAE646A5AC56F9B1B7A75D7D2EBD511FB694B534D7A18ED3E54B446735737|
		|63374D7D27D72D50507734FAE9D8CF26A8AB35FAC602029FB65B1C11F28A701D339|
		|513E6C829F3E23BE6EC7B6660B6972B8B2221AD88F9BBCCC56DE6D23DE624D59150|
		|47FACF3A21AA23DBC9ED769C74DCD0710BC58E0F49A08BE993990185B9EC662629D|
		|7835CCFBE6CFB2E1C80874CDF113370CC5C3E612628D78B1ED22432CCB6349CEDF4|
		|E815197086627EC4FC3F5CACF19D19A47D8CA2FEE843DEDB7815DC652674E6D423C|
		|CE031739AEA07911BC4FC42985F08F30B637E61CC2F85F98D53DD31F434F6967B59|
		|D963BAA8DF08CE3082339CC0192E75CFB0C494696D143AD18E91A4B557783E53D45|
		|F8C7594D8279EF7E467F00B33F19539F58DA9905E9CF5E47844E25898391360E637|
		|597F9CD626B13689B52B986F1EF3CDFFE1B529EA651AB39A3EE45A978EC063F0849|
		|93A055FB0C65FCA4D731D571A7566FEE92946F39C83FEDC4BCEBFFC0ADC035F33E7|
		|DF8059DC01DAC702F417A0BF08FD45E847694D96F5A52CF6B8823D4E502CC7F9229|
		|7E23B1722DF2A7CABF02594DEBBD9B9B2EDB648753CB8C19B995EB49D1958B93AE0|
		|C90F78D6063C57073C5BFD8AF4F270FF45A5F73F20A42CDF4F2FCD5C4637673E8A2|
		|3475AE6F8AFBECF25A5F88C33B7C9314F3CE3E79FCEBC05CEFBEDF4E1DEEFD34BE4|
		|45AD03877DE8B08B3EBB63DB561DF603877DDF6167C3248DC96E44C986DF17E9FB3|
		|FA4FBFED3B1BEBDE9B0CF01BE190157|
		|-------------------------------------------------------------------|

 

The Commentary:

Spoiler

My ratings are my opinion on the power and your opinion may vary.

 

  • Level 1: Pistols (Rating: 3)
    • A decent single target power.  I generally take the tier 1 and tier 2 powers in Blaster sets because you can continue to use them while mezzed
  • Level 1: Ki Push (Rating: 5)
    • I really like this power.  The animation is cool and the KB is hilarious.  You hit someone and they fly back in slow motion while you shoot them with your single target chain.  Good times!
  • Level 2: Dual Wield (Rating: 4)
    • A good single target power
  • Level 4:Reach for the Limit (Rating: 2)
    • The replacement for Build Up.  I prefer to have control over my + To Hit and + Damage, so am not a fan, but you take what you get.
  • Level 6: Empty Clips (Rating: 3)
    • A decent AoE power
  • Level 8: Bullet Rain (Rating: 4)
    • A good AoE power
  • Level 10: Swap Ammo (Rating: 4)
    • An interesting mechanic and I like the ability to take different options, but I generally stay with Incendiary ammo.  I think some additional damage or something should be added to these ammo types to make up for the lack of Build Up and as a way to incentivize taking something other than Incendiary.
  • Level 12: Hasten (Rating: 5)
    • Hasten is a must have on many builds.  This build not so much, but I like to have it.
  • Level 14: Super Speed (Rating: 4)
    • I usually take SS and have a Stealth IO in Sprint to get 65% PVE stealth, which helps stealth the majority of missions.
  • Level 16: Storm Kick (Rating: 4)
    • I like SK.  Cool animation, damage is okay, and KD is nice.
  • Level 18: Executioner's Shot (Rating: 5)
    • I like ES.  My single target chain is generally ES – DW – Pistols.  My attack chains are not based on math; I use what I want when I want.  Oldskool provided the DP attack chains in the Sentinel thread, but I am not sure if they translate to Blaster.  One of the chains he had was: Executioner's Shot -> Pistols -> Suppressive Fire/Dual Wield -> Pistols. 
  • Level 20: Reaction Time (Rating: 2)
    • I have a Love / Hate relationship with this power.  I hate the slow affect because it aggros enemies, so I have to turn off the power when stealthing through missions.  I love the endurance recovery when it is active.  Surprisingly, I run with this off as often as I run with it on.  The + recharge and speed when you turn it off is a hokey mechanic IMO and I would suggest it needs to be on when the power is on.
  • Level 22: Kick (Rating: 2)
    • Gotta take Kick or Boxing to open up Tough and Weave.  I usually take Kick on weapons characters and Boxing on Punching characters.  Haven’t used it and it is really only a set mule of S/L defense.
  • Level 24: Tough (Rating: 5)
    • I love Tough because it allows the slotting of the 2 defense IOs.
  • Level 26: Suppressive Fire (Rating: 2)
    • I don’t really like SF on a Blaster and would have preferred to take Piercing Rounds here.  Unfortunately, I could not figure out how to get the last 2.5% Range defense I needed without taking SF and slotting the Superior Entomb set.  SF is much better on a Sentinel.  IMO it could use a boost to it hold Mag or Damage.
  • Level 28: Weave (Rating: 5)
    • More defense
  • Level 30: Combat Jumping (Rating: 4)
    • I love CJ.  Low endurance, some defense.  It is a good power to slot defense IOs like LotG.
  • Level 32: Hail of Bullets (Rating: 5)
    • A great PBAoE tier 9 that recharges quickly enough to be used often.  Provides defense for a few seconds, so helps while you are in the middle of the bad guys.  I added a FF + Recharge proc to try to help with Hastens recharge.
  • Level 35: Scorpion Shield (Rating: 5)
    • Great power out of the box with no pre-requisite.
  • Level 38: Eagles Claw (Rating: 4)
    • I really like this power.  The animation, the stun, and the damage are all good.  Some posters have mentioned using this power is a DPS loss, which I am sure is true.  However, it looks cool.  If you are playing DP you are probably playing for the cool animations, since it is not as powerful as other sets.  Anyway, hop into a crowd and Void, HoB, ES the Boss, Ki Push or SK, then single target attack chain to burn down.
  • Level 41: Maneuvers (Rating: 5)
    • More defense
  • Level 44: Super Jump (Rating: 3)
    • I took this to add the Blessing IOs for more Range defense.  Not normally a fan of SJ, but it is what it is.
  • Level 47: Acrobatics (Rating: 3)
    • I took this because I already had CJ and SJ and figured a little more Mez protection will not hurt.  Haven’t had it long enough to see how valuable it is, but it seems okay.  My KB is already boosted high with the Blessing IOs I have, so maybe there are other options I can consider (like Tactics).
  • Level 49: Assault (Rating: 4)
    • More damage

 

Incarnate Powers

  • Level 50: Void Core Final Judgement
    • I started with Vorpal and moved to Void.  I like the PBAoE aspect of this power paired with HoBs PBAoE.
  • Level 50: Degenerative Core Flawless Interface
    • I just select this as a default for all my characters.
  • Level 50: Cimeroran Radial Superior Ally
    • Rarely use them and think generally Lore pets are based on individual prference
  • Level 50: Assault Radial Embodiment
    • More damage
  • Level 50: Barrier Core Epiphany
    • I currently have Clarion, but plan to move to Barrier.  Haven’t used Clarion at all as yet.
  • Level 50: Musculature Core Paragon
    • More damage, Spiritual might have been good to lower recharge of Hasten, but with no real build up I decided to go for more damage.

 

Powers I didn't take:

  • Burst of Speed
    • I had this for most of my leveling and never really used it.  It seems like a gimmick power to me and just didn’t bring enough benefit for me to keep it.
  • Dragon’s Tail
    • I like Dragon’s Tail and used it on my MA/SR Scrapper all the time, but just couldn’t fit it in this build.
  • Inner Will
    • I had this power for a while and never really used it.  It operates like a break free with a heal component.  I carry 6 Escape inspirations as well as 4 Heal inspirations, so never really needed it.  I may have used it 4 times the entire time I had it and most of those times were just to use it.
  • Throw Sand
    • I had this power for a while and never really used it.  I like to take powers I am going to use either as a regular power as part of my rotation or as a power that operates as a set mule to boost some attributes.

 

Final Thoughts:

I have played Dual Pistols on several characters and while I think the set is under powered compared to some others I keep playing it because I like the animations and some concepts require a natural like character.  It is a fun set, but may not be the best choice if you want to min/max.

 

I really wanted to like Martial Combat, but some of the powers seem hokey to me and the entire set could likely use a re-tune.  That being said, I really enjoy my DP/MC character, so please don't let my critique push you away from the set.  The combat powers (Ki Push, SK, ES, and DT) synergize well with DP and the sets look very nice together.

 

 

  • Like 2
  • Thanks 3
Posted

Thanks for the write up and build info, I am slowly leveling one of these with a team of R/L friends every Sunday night. I did a John Wick theme and chose Munitions Mastery as my epic, he is only level 39 and I agree with you pretty much 100% on the secondary, I was actually looking for a build I could use the slots as "mule" to make him a super cannon.

 

Now I have a goal 🙂 Great work!

 

 

 

 

WickDog.jpg

  • Like 3
  • Thumbs Up 1
Posted
5 hours ago, wasuber said:

Thanks for the write up and build info, I am slowly leveling one of these with a team of R/L friends every Sunday night. I did a John Wick theme and chose Munitions Mastery as my epic, he is only level 39 and I agree with you pretty much 100% on the secondary, I was actually looking for a build I could use the slots as "mule" to make him a super cannon.

 

Nice costume, looks like Wick for sure!

 

I'll take another look at MM.  I actually had MM on this character for a while (which caused a costume glitch when I specced out of it), but I found that I had to many active powers, so wasn't using them a lot.  I do like the idea of pairing Suppressive Fire with Cryo Freeze Ray because it allows you to hold a Boss.  It just seemed to me that MM was a weak pool overall.  I originally always built for only Range or only S/L defense, but after being able to build for Range and S/L it seems to make a huge difference in survivability.  Pretty sure to get soft-cap Range and S/L you need Scorpion Shield though.

 

On another note, if you can build a Blaster to soft-cap Range and S/L it makes me wonder how valuable Sentinels are.  I have a DP/Ninjitsu Sentinel that is very survivable, but the damage on my DP/MC blaster is much better and I would say the survivability is pretty close with soft-cap Range and S/L.

Posted (edited)

Since I'm mentioned I just want to add some clarity for Blaster players that don't frequent the Sentinel subforum...

I wanted to be inclusive to as many different playstyles as possible when I wrote that about Dual Pistols.  So yes, if one wanted to go without Hasten and run Executioner's Shot -> Pistols -> Dual Wield -> Pistols that is an option.  I had Suppressive Fire as an alternative to Dual Wield purely due to how slotting that power can create a difference.  That particular difference won't be easily translatable to other archetypes. 

Sentinel Suppressive Fire has an 8 second cool down.  Everyone else gets a version of Suppressive Fire with a much longer cool down.  That longer cool down is great for making procs activate more frequently, but the power itself has very little damage (not so on Sentinels). 

Other combinations I noted such as leading with Piercing Rounds are very old rotations that would be applicable to all of the archetypes since there is no real change in how the powers selected work by AT. 

None of the above is to say which power is best in any definitive means for the Sentinel* and definitely not for Blasters as the ability to mix more melee muddies the waters. 

*It is my experience that how you slot your secondary on Sentinels matters quite a bit for what you slot in your attacks.  Dual Pistols is unique with the Ammo mechanic and there are players that do not care for it at all.  In those cases where players wish to skip or largely ignore Swap Ammo, Dual Wield starts to look a lot better than Suppressive Fire (Sentinel version).

Edited by oldskool
  • Like 1
  • 4 weeks later
Posted
On 1/6/2020 at 7:54 AM, oldskool said:

Since I'm mentioned I just want to add some clarity for Blaster players that don't frequent the Sentinel subforum...

I wanted to be inclusive to as many different playstyles as possible when I wrote that about Dual Pistols.  So yes, if one wanted to go without Hasten and run Executioner's Shot -> Pistols -> Dual Wield -> Pistols that is an option.  I had Suppressive Fire as an alternative to Dual Wield purely due to how slotting that power can create a difference.  That particular difference won't be easily translatable to other archetypes. 

Sentinel Suppressive Fire has an 8 second cool down.  Everyone else gets a version of Suppressive Fire with a much longer cool down.  That longer cool down is great for making procs activate more frequently, but the power itself has very little damage (not so on Sentinels). 

Other combinations I noted such as leading with Piercing Rounds are very old rotations that would be applicable to all of the archetypes since there is no real change in how the powers selected work by AT. 

None of the above is to say which power is best in any definitive means for the Sentinel* and definitely not for Blasters as the ability to mix more melee muddies the waters. 

*It is my experience that how you slot your secondary on Sentinels matters quite a bit for what you slot in your attacks.  Dual Pistols is unique with the Ammo mechanic and there are players that do not care for it at all.  In those cases where players wish to skip or largely ignore Swap Ammo, Dual Wield starts to look a lot better than Suppressive Fire (Sentinel version).

 

I meant to reply to this some time ago.  I have been playing my DP/MC to try and get all tier 4 incarnates (mission accomplished!) and I ended up using the chain you suggested (Executioner's Shot -> Pistols -> Dual Wield -> Pistols) and it works extremely well as a single target chain.   When Hasten is active I think I can occasionally skip the second Pistols, but cannot remember for sure.

 

 

  • Thanks 1
  • 1 month later
  • 1 month later
Posted

I’ve tried all the ATs that can be DP.  This was the last one.  Done...the coolness factor of this combo is off the charts.  This is my guy.  Thanks for posting this.  

  • Like 1
Posted

I don't know how you can not take burst of speed when it's useful for getting in close for your aoes and can also be used for escape. It's my favorite power in the game.

  • Like 2
Posted

One of the most useful things I have found for this combo is /macro BOS "powerexec_location target Burst Of Speed" or bind. I find a target in the middle, flick this three times, and not only is everything around me badly hurt, but I have a (minor) damage bonus to hail of bullets (Like 7.5%). It also seems to proc every single time you flick it as though they were all on the 1.30 cooldown timer... meaning it procs a TON.

 

Now, if only I could figure out how to get the most out of reaction time. When do you turn it on? When do you turn it off?
I wish someone would write a guide 😛

 

  • Like 2
Posted
12 hours ago, Frostweaver said:

One of the most useful things I have found for this combo is /macro BOS "powerexec_location target Burst Of Speed" or bind. I find a target in the middle, flick this three times, and not only is everything around me badly hurt, but I have a (minor) damage bonus to hail of bullets (Like 7.5%). It also seems to proc every single time you flick it as though they were all on the 1.30 cooldown timer... meaning it procs a TON.

 

Does it proc? I thought Bopper tested it and found that it does NOT proc... if it does, that's a game changer, as it becomes brokenly powerful with multiple damage procs.

I love it, though... it has a 1 second "cooldown" between uses, so I use it to close, then throw another AoE (starting with Dragon's Tail for a good Knockdown chance and Force Feedback), then BoS again, then another AoE (Bullet Rain for me), then BoS one last time. 5 AoEs, available by 20, and I've never seen a low-level Blaster clear spawns faster. Granted, it's a on pretty long timer, especially at low levels where you don't have great Recharge, but it's still very effective AND a lot of fun.

Then you add in the Ki Push -> shoot, shoot, REPEAT fun with bosses, and it's a very fun set.

  • Like 1
Posted

Thanks for this! I have a dp/mc blaster(catboy commando) that I had basically put on hold as an auction mule for the longest time because the combo felt really janky and I was having a hard time making it work. I wanted to love the setup because the idea of a "gun kata" style character appealed to me but it just wasn't working. I might take this and give him a second chance!

Posted
4 hours ago, Coyote said:

Does it proc? I thought Bopper tested it and found that it does NOT proc...

 

Okay, I tested it, not with a high amount of data points since it should be easy to determine whether it's on a 90 second recharge calculation (procs at 90%), or not. I'm not sure what the radius is so I can't calculate the expected proc rate if it's NOT on a 90 second, but it should be around 30% or lower if it's treated like a pet spawn making the attack (10 second cycle time).

So, in making attacks with a single damage proc in it, I saw between 20 and 30% proc rate (at fewer than 20 targets)... this seems about right for a pet summons attack, so it's what I expected: if you can max out damage/recharge with enough accuracy in 5 slots, and you're not chasing a set bonus that needs 6 slots, then putting a damage IO in there will net about 20 damage at max level. Given that you can use it 3x in a spawn that's not too bad for a single IO, but it's not especially impressive 😞

Posted (edited)
On 5/3/2020 at 5:03 AM, MrCuddles said:

I don't know how you can not take burst of speed when it's useful for getting in close for your aoes and can also be used for escape. It's my favorite power in the game.

I had it for most of my leveling and just didn't use it much.  I have SS and a Stealth IO, so I am able to get into the middle of a spawn undetected for most baddies and Void, HoB, and then my other AoEs.  I may have also had challenges getting to soft-cap Range with it in my build since PBAoE do not have a Ranged Defense set.  I suppose I could move a Blaster set from EC or BR into it and then use one of the new IO sets in the old power.  Actually, now that I think of it I could replace both Blaster sets with the new IO set and it might open up some options, but my build is pretty sturdy as is.

 

image.png.abd06ce2eba0d92f7450cbab05ad9e5c.png

 

 

 

On 5/5/2020 at 8:31 PM, Frostweaver said:

Now, if only I could figure out how to get the most out of reaction time. When do you turn it on? When do you turn it off?

 

I did experiment with toggling Reaction Time off and on while running missions.  There seems to be a delay and eventually I just got tired of trying to manipulate it.

Edited by Lockpick
Added a quote to prevent another post
Posted (edited)
On 5/6/2020 at 12:45 PM, Coyote said:

 

Okay, I tested it, not with a high amount of data points since it should be easy to determine whether it's on a 90 second recharge calculation (procs at 90%), or not. I'm not sure what the radius is so I can't calculate the expected proc rate if it's NOT on a 90 second, but it should be around 30% or lower if it's treated like a pet spawn making the attack (10 second cycle time).

So, in making attacks with a single damage proc in it, I saw between 20 and 30% proc rate (at fewer than 20 targets)... this seems about right for a pet summons attack, so it's what I expected: if you can max out damage/recharge with enough accuracy in 5 slots, and you're not chasing a set bonus that needs 6 slots, then putting a damage IO in there will net about 20 damage at max level. Given that you can use it 3x in a spawn that's not too bad for a single IO, but it's not especially impressive 😞

meh, I slot mine with avalanche proc for mitigation reasons. Between DT and BoS I get lots of flopping when I first enter close melee with a large spawn, That seems pretty good for me.

My defenses are good, but breaking alphas and slowing damage is even better in blapper mode.

Edited by Frostweaver
Posted

Yeah, I'm waffling between a 5-set and Overwhelming Force to get knockdowns also, or Defiant Barrage for the nicer set bonuses and the ability to open every fight with status protection. Granted, I could get both, but I like the 6-slot bonus from Defiant Barrage.

Posted

I hear ya on that one. I am actually in the process of trying to tweak the heck out of my dp/Mc blaster before I share the build, and I came to a majorly odd understanding.

Force feedback proc is a MASSIVE advantage.
The sets that can slot it generally pay for that by having an uncomfortable level of KB by default. DP does not, it pays this 'price' with no snipe, no buildup, and a lower overall dps. Water pays a similar price for the same reason... It's slotting options are awesome.

But it made me realize how terrible the arguments supporting giving energy blast teh option of turning KB to KD at will while still allowing KB slotting really is. DP is awesome and pays the prices.... every set's awesome comes with a steep price... heck, even fire pays a steep price in that they have crappy slotting options and tons of their damage is DoT and often wasted.

Ugh.

  • Like 1
Posted

I don't see the need to slot health and reaction time for end recovery but then again my build doesn't run assault and acrobatics.

 

My panda is a punching and kicking machine!

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Action Panda: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11), SprDfnBrr-Dmg/Rchg(13)
Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/EndRdx/Rchg(7), KntCmb-Dmg/Rchg(13)
Level 2: Storm Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(15)
Level 4: Reach for the Limit
Level 6: Super Speed -- WntGif-ResSlow(A)
Level 8: Bullet Rain -- FrcFdb-Rechg%(A), Rgn-Dmg(17), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(25), Rgn-Knock%(37)
Level 10: Swap Ammo
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Dragon's Tail -- FrcFdb-Rechg%(A), HO:Nucle(17), Erd-Dmg(39), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(39)
Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21)
Level 20: Reaction Time -- EndMod-I(A)
Level 22: Boxing -- Stg-Acc/Rchg(A), Stg-Acc/EndRdx(37), Stg-Acc/Stun/Rchg(45)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), Ags-ResDam/EndRdx(43), Ags-ResDam(43), Ags-Psi/Status(43)
Level 26: Piercing Rounds -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33), SprFrzBls-Rchg/ImmobProc(33)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-ResDam%(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(48)
Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dmg(34), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(36), Arm-Dam%(37)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36)
Level 38: Burst of Speed -- FuroftheG-ResDeb%(A), SprBlsWrt-Acc/Dmg(40), SprBlsWrt-Rchg/Dmg%(40), Erd-Dmg(40), Erd-%Dam(42), Erd-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(45), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46)
Level 44: Pistols -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50)
Level 47: Inner Will -- RechRdx-I(A)
Level 49: Super Jump -- BlsoftheZ-ResKB(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------

 

 

  • Like 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
9 minutes ago, Nemu said:

My panda is a punching and kicking machine!

 

 

Even at level 50 with incarnates, there is still something incredibly, viscerally satisfying about using Ki Push.

Watching a boss fly away from me as I fill him full of incendiary bullets is the coolness factor that keeps me playing her. It's Like John Woo if John Woo didn't sell out.

  • Like 1
  • Haha 1
Posted

My DP/MC has a somewhat different philosophy, since I use farms and Dark Astoria as sort of a 'proving ground' for my builds. I tend to go for more emergency measures, and I avoided hasten so I could auto inner will. which is up about half the time (When I need it), and mez between that and the melee radial is really rarely anything other than a half a second speed bump.
 

Right now I use acro, but I figure I will ditch it and SJ once my incarnates finish fleshing out.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Science Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Pistols -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Acc/Dmg(5)
Level 1: Ki Push -- KntCrs-Acc/Dmg/KB(A), KntCrs-Dmg/KB(7), KntCrs-Acc/KB(7)
Level 2: Empty Clips -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg(13)
Level 4: Reach for the Limit
Level 6: Swap Ammo
Level 8: Bullet Rain -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(19), Rgn-Acc/Rchg(19), Rgn-Acc/Dmg/Rchg(21), Rgn-Dmg/Rchg(21)
Level 10: Burst of Speed -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(23), SprAvl-Acc/Dmg(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx(25)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A)
Level 14: Dual Wield -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 18: Executioner's Shot -- Apc-Dmg/Rchg(A), Apc-Dam%(31), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33)
Level 20: Reaction Time -- Prv-Absorb%(A), Prv-Heal(33), PwrTrns-+Heal(34), PwrTrns-EndMod(34), PwrTrns-Dam/EndMod(34)
Level 22: Kick -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(40), GldArm-End/Res(42)
Level 26: Piercing Rounds -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(36), SprDfnBrr-Acc/Dmg/Rchg(37), SprDfnBrr-Dmg/Rchg(37), SprDfnBrr-Acc/Dmg(37)
Level 28: Inner Will -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/EndRdx(40)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(50)
Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dam%(43), Arm-Dmg/EndRdx(43), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(45), Arm-Dmg/Rchg(45)
Level 35: Dragon's Tail -- FrcFdb-Rechg%(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Dmg(42), Obl-Dmg/Rchg(48), Obl-%Dam(50), Obl-Acc/Dmg/Rchg(50)
Level 38: Eagles Claw -- Hct-Dam%(A), Hct-Dmg/EndRdx(46), Hct-Acc/Rchg(46), Hct-Acc/Dmg/Rchg(46), Hct-Dmg/Rchg(48)
Level 41: Charged Armor -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 47: Super Jump -- BlsoftheZ-ResKB(A)
Level 49: Acrobatics -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(9)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(15), PrfShf-End%(17), PrfShf-EndMod(17)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 50: Ion Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Polar Lights Radial Superior Ally
Level 50: Melee Radial Embodiment
Level 50: Ageless Radial Epiphany
Level 50: Musculature Total Radial Revamp
------------

 

 

  • Thanks 1
Posted
On 5/8/2020 at 1:58 PM, Frostweaver said:

I tend to go for more emergency measures, and I avoided hasten so I could auto inner will. which is up about half the time (When I need it), and mez between that and the melee radial is really rarely anything other than a half a second speed bump.

That is interesting.  I had Inner Will for a while during leveling, but I rarely used it because you have to hit a health threshold or be mezzed for it to be available.  I would often just forget about it and use a break free or just attack with my T1 and T2 attacks while mezzed.  I rarely get mezzed as it is and mez isn't as bad as it was back when it detoggled everything.

 

That being said, moving out Hasten and making it Auto might make it more useful for me.

Posted
On 1/6/2020 at 2:54 PM, oldskool said:

Since I'm mentioned I just want to add some clarity for Blaster players that don't frequent the Sentinel subforum...

I wanted to be inclusive to as many different playstyles as possible when I wrote that about Dual Pistols.  So yes, if one wanted to go without Hasten and run Executioner's Shot -> Pistols -> Dual Wield -> Pistols that is an option.  I had Suppressive Fire as an alternative to Dual Wield purely due to how slotting that power can create a difference.  That particular difference won't be easily translatable to other archetypes. 

Sentinel Suppressive Fire has an 8 second cool down.  Everyone else gets a version of Suppressive Fire with a much longer cool down.  That longer cool down is great for making procs activate more frequently, but the power itself has very little damage (not so on Sentinels). 

Other combinations I noted such as leading with Piercing Rounds are very old rotations that would be applicable to all of the archetypes since there is no real change in how the powers selected work by AT. 

None of the above is to say which power is best in any definitive means for the Sentinel* and definitely not for Blasters as the ability to mix more melee muddies the waters. 

*It is my experience that how you slot your secondary on Sentinels matters quite a bit for what you slot in your attacks.  Dual Pistols is unique with the Ammo mechanic and there are players that do not care for it at all.  In those cases where players wish to skip or largely ignore Swap Ammo, Dual Wield starts to look a lot better than Suppressive Fire (Sentinel version).

 

I traded Cross Punch in my build for Suppressive Fire and slotted 6 procs into it. The blaster version does only a tiny bit of damage, so we don't need to enhance it

with IOs and thanks to the much slower recharge vs the Sentinel version ours has right out the box a 90% probability to proc even 2.5 lockdown +2 hold.

 

Quote

You activated the Suppressive Fire power.
HIT Chimera! Your Suppressive Fire power had a 95.00% chance to hit, you rolled a 16.29.
You hit Chimera with your Suppressive Fire for 4.1 points of Lethal damage.
You hit Chimera with your Suppressive Fire for 5.47 points of Fire damage.
You Hold Chimera with your Suppressive Fire.
You hit Chimera with your Gladiator's Javelin: Chance for Toxic Damage for 39.52 points of Toxic damage.
You hit Chimera with your Unbreakable Constraint: Chance for Smashing Damage for 78.65 points of Smashing damage.
You hit Chimera with your Ghost Widow's Embrace: Chance for Psionic Damage for 52.69 points of Psionic damage.
You hit Chimera with your Neuronic Shutdown: Chance for Psionic Damage for 52.69 points of Psionic damage.
You hit Chimera with your Gladiator's Net: Chance for Lethal Damage for 39.52 points of Lethal damage.
You Hold Chimera with your Lockdown: Chance for +2 Mag Hold.


You activated the Suppressive Fire power.
HIT Home Companion! Your Suppressive Fire power had a 95.00% chance to hit, you rolled a 29.60.
You Reach for the Limit and are more deadly for a short while.
You hit Home Companion with your Suppressive Fire for 4.18 points of Lethal damage.
You hit Home Companion with your Suppressive Fire for 4.18 points of Fire damage.
You Hold Home Companion with your Suppressive Fire.
You hit Home Companion with your Gladiator's Javelin: Chance for Toxic Damage for 46.63 points of Toxic damage.
You hit Home Companion with your Unbreakable Constraint: Chance for Smashing Damage for 69.6 points of Smashing damage.
You hit Home Companion with your Ghost Widow's Embrace: Chance for Psionic Damage for 46.63 points of Psionic damage.
You hit Home Companion with your Neuronic Shutdown: Chance for Psionic Damage for 46.63 points of Psionic damage.
You Hold Home Companion with your Lockdown: Chance for +2 Mag Hold.
You tap into your inner core with your Reach for the Limit and are more deadly for a short while.


Suppressive Fire is recharged.
You activated the Suppressive Fire power.
HIT Marauder! Your Suppressive Fire power had a 95.00% chance to hit, you rolled a 35.92.
Pistols is recharged.
Executioner's Shot is recharged.
You Reach for the Limit and are more deadly for a short while.
You hit Marauder with your Suppressive Fire for 1.46 points of Lethal damage.
You hit Marauder with your Suppressive Fire for 1.46 points of Fire damage.
You Hold Marauder with your Suppressive Fire.
You hit Marauder with your Gladiator's Javelin: Chance for Toxic Damage for 13.98 points of Toxic damage.
You hit Marauder with your Unbreakable Constraint: Chance for Smashing Damage for 6.95 points of Smashing damage.
You hit Marauder with your Ghost Widow's Embrace: Chance for Psionic Damage for 55.96 points of Psionic damage.
You hit Marauder with your Neuronic Shutdown: Chance for Psionic Damage for 55.96 points of Psionic damage.
You hit Marauder with your Gladiator's Net: Chance for Lethal Damage for 13.98 points of Lethal damage.
You Hold Marauder with your Lockdown: Chance for +2 Mag Hold.
 

Not that I would mind the extra damage from the Sentinals but this work too.

 

Posted
4 hours ago, tricon said:

I traded Cross Punch in my build for Suppressive Fire and slotted 6 procs into it. The blaster version does only a tiny bit of damage, so we don't need to enhance it

with IOs and thanks to the much slower recharge vs the Sentinel version ours has right out the box a 90% probability to proc even 2.5 lockdown +2 hold.

Yup, proccing up Suppressive Fire isn't a bad way to invest slots.  Its certainly better for all the other ATs to have that 90% rate right out the box.  Its something I've done on my Dual Pistols Defender before, but not currently. 

  • 2 weeks later
Posted (edited)
On 1/4/2020 at 12:19 AM, Lockpick said:

The Build:

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Domino: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(37)
Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(42), KntCmb-Knock%(45)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(37)
Level 4: Reach for the Limit
Level 6: Empty Clips -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(46)
Level 8: Bullet Rain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(46)
Level 10: Swap Ammo
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 16: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/EndRdx/Rchg(29), Mk'Bit-Acc/Dmg/EndRdx/Rchg(31), Mk'Bit-Dam%(37)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(34)
Level 20: Reaction Time -- PrfShf-End%(A), PrfShf-EndMod(48)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25)
Level 26: Suppressive Fire -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(27), SprEnt-Acc/Hold/End(27), SprEnt-Acc/Hold/End/Rchg(29), SprEnt-Rchg/AbsorbProc(31)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(36), ShlWal-ResDam/Re TP(50)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(48), BlsoftheZ-Travel/EndRdx(50), Rct-ResDam%(50)
Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), FrcFdb-Rechg%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 38: Eagles Claw -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), Hct-Dam%(40)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
Level 44: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43), Prv-Absorb%(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Void Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Cimeroran Radial Superior Ally
Level 50: Assault Radial Embodiment
Level 50: Barrier Core Epiphany
Level 50: Musculature Core Paragon
------------

 

 



| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
		|-------------------------------------------------------------------|
		|MxDz;1621;719;1438;HEX;|
		|78DA9594CF6F125110C7DFB24B115A2C5028A5402BB4B52DB4B458EF265A6B628BC|
		|1E2D590B5AC7415D90D2C891E3D78D76A62D2DF7AF3E2DFA051FF0AFD17AA261E3D|
		|D061E70B6CE424097C6667DE7C67DEBCB7149EAE8F7CBCF5FC9A90FC376A6AB359B|
		|E4EBF96D6F0DC51AD5643AD09FA0CAD1B4FF4BAE121338E70795BAD57B54A6EBDA5|
		|D6CA45BD6919B5E66C37566A99A6D1B07205B561E9142FA875DD6CD5544B37EAC25|
		|7348C5AAE646A5AC56F9B1B7A75D7D2EBD511FB694B534D7A18ED3E54B446735737|
		|63374D7D27D72D50507734FAE9D8CF26A8AB35FAC602029FB65B1C11F28A701D339|
		|513E6C829F3E23BE6EC7B6660B6972B8B2221AD88F9BBCCC56DE6D23DE624D59150|
		|47FACF3A21AA23DBC9ED769C74DCD0710BC58E0F49A08BE993990185B9EC662629D|
		|7835CCFBE6CFB2E1C80874CDF113370CC5C3E612628D78B1ED22432CCB6349CEDF4|
		|E815197086627EC4FC3F5CACF19D19A47D8CA2FEE843DEDB7815DC652674E6D423C|
		|CE031739AEA07911BC4FC42985F08F30B637E61CC2F85F98D53DD31F434F6967B59|
		|D963BAA8DF08CE3082339CC0192E75CFB0C494696D143AD18E91A4B557783E53D45|
		|F8C7594D8279EF7E467F00B33F19539F58DA9905E9CF5E47844E25898391360E637|
		|597F9CD626B13689B52B986F1EF3CDFFE1B529EA651AB39A3EE45A978EC063F0849|
		|93A055FB0C65FCA4D731D571A7566FEE92946F39C83FEDC4BCEBFFC0ADC035F33E7|
		|DF8059DC01DAC702F417A0BF08FD45E847694D96F5A52CF6B8823D4E502CC7F9229|
		|7E23B1722DF2A7CABF02594DEBBD9B9B2EDB648753CB8C19B995EB49D1958B93AE0|
		|C90F78D6063C57073C5BFD8AF4F270FF45A5F73F20A42CDF4F2FCD5C4637673E8A2|
		|3475AE6F8AFBECF25A5F88C33B7C9314F3CE3E79FCEBC05CEFBEDF4E1DEEFD34BE4|
		|45AD03877DE8B08B3EBB63DB561DF603877DDF6167C3248DC96E44C986DF17E9FB3|
		|FA4FBFED3B1BEBDE9B0CF01BE190157|
		|-------------------------------------------------------------------|

 

 

That's a solid build. Good defense, accuracy against +4, and more than enough damage.

Some small tweaks I'd make...

Switch out miracle in health for numina. It's a better enhancement.
I'd take your Hec Proc off Eagle's Claw (won't go off much with the rch you have on it) and put a Res/end hami+2 on tough instead.
I'd also move weave up over suppressive fire and move the scaling res you have on CJ to weave. This way it's available to you for lower exemped TFs. If this were my build, I'd move the entire fighting pool up, so you have tough at 14 and weave at 22. But I play a lot of low TFs.
Still, this is the most solid DP build I've seen on a blaster so far.

Edited by xl8
spelling
Posted

I am curious how folks would slot some of Martial Combat's weirder powers using  Just Basic IOs.
Stuff like Reaction Time and Inner Will... End Mod? Heal?
Also, if I was using Performance Shifter %End procs, would you put it in all three powers? (I am including Stamina.)

Thank you for any help!

Posted

Generally, we'd just use SO's in a normal slotting setup until we can afford the IO sets. General IO's are a little too expensive for disposables that will be replaced as soon as you get sets.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...